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16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold
12 / 8 / 6 / 0 0 0 4 2 4
1 Offense
Laser 2 (F) Short
1-3
Medium
4-6
Long
7-9
Ship Destroyed TN TN TN
6 7 8
2 0
5 Pilot injured 7 Dual Lasers: 1d12 direct fire energy weapon.
Laser 1 +2 TN Laser 2 Single fire: one weapon fires with one attack with no bonus.
Destroyed Destroyed Linked fire: both weapons fire with one attack at -2TN;
3 Spread fire: both weapons fire with two attack rolls at +2TN
6 Armor Compromised
Armor = 0
8
Laser 1 Laser 2
Damaged Damaged
+2 TN 4 +2 TN
Damage Reduction
Destroyed
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
15 / 10 / 5 / 0 0 0 4 0 4
Defense
Blaster (F) Short
1-2
Medium
2-4
Long
5-6
1 +2 TN
4
TN
6
TN
8
Ship Destroyed
2 Offense
Blaster: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Pilot injured
+2 TN
0
3
Armor Compromised
Armor = 0
Shocker Short
-
Medium
0
Long
-
4 TN TN TN
Attitude Jets Damaged - 2 -
5 -2 TN to be hit 7
Blaster Shocker Shocker: 1d12 energy defensive weapon, range 0
Destroyed Destroyed Affects any ship(s) in the same hex as the Rattler. Pilot may use this
weapon against enemy ships, torpedoes or space mines during another
6 8 player’s turn if the pilot’s turn has not yet been taken, or if he is on
opportunity fire. Ship may not end turn in the same hex as an other player
Blaster Shocker so must use strafing rules to use while moving.
Damaged Damaged
+2 TN +2 TN
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
15 / 10 / 5 / 0 0 0 4 0 4
Defense
Autocannon (F) Short
1-4
Medium
5-8
Long
9-12
1 +2 TN TN TN
Ship Destroyed 6 7 8
5 7
Autocannon Lucky!
Destroyed No Damage
6 8
Autocannon Maneuvering
Damaged Thrusters
+2 TN Hit! No tight
Turns
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 6 / 0 0 0 4 0 4
Defense
Blaster 1 (F) Short
1-2
Medium
3-4
Long
5-6
TN TN TN
+1 4 6 8
Offense
Blaster 2 (F) Short
1-2
Medium
3-4
Long
5-6
TN TN TN
1 4 6 8
Ship Destroyed 0
2 Dual Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Pilot injured Linked fire: both weapons fire with one attack at -2TN;
+2 TN Spread fire: both weapons fire with two attack rolls at +2TN
3
Armor Compromised
Armor = 0
5 7
Blaster 1 4 Blaster 2
Destroyed Attitude Jets Damaged Destroyed
-2 TN to be hit
6 8
Blaster 1 Blaster 2
Damaged Damaged
+2 TN 9 11 +2 TN
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 6 / 0 0 0 4 0 4
1
Ship Destroyed Defense
Microwaver (F) Short
1-2
Medium
3-4
Long
5-6
2 +1
TN
5
TN
7
TN
9
Pilot injured
+2 TN Microwaver: ½d12 direct fire energy weapon. Ignores DR, and
3 Offense treats target’s DT as half.
Armor Compromised
Armor = 0 0
4
Manoeuvring Thrusters Torpedo Short
-
Medium
1-12
Long
-
Destroyed
reduce defence by 1 Launcher (F) TN
-
TN
-
TN
-
Torpedoes:
5 7
Torpedo Guided Weapon. Must fire before moving.
Microwaver
Launcher •Torpedo moves at speed 12 towards designated target in
Destroyed
Destroyed front arc. Sideslips and facing changes cost 1.
6 8 •Once torpedo enters the target hex, roll a TN6 attack for
2d12 projectile damage.
Torpedo Ships with defensive weapons may make their
Microwaver
Launcher
Damaged defensive attack before the torpedo makes its attack.
Damaged
+2 TN +2 TN
Ships with defensive bonuses double that bonus
against torpedoes, and ships with defensive penalties
double that penalty as well.
9 11 •If the torpedo does not reach its target, there is a 50%
Engine Engine chance the torpedo loses its target ; if so remove from play.
Destroyed Destroyed If not, torpedo resumes its movement on the following turn.
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 6 / 0 0 4 6 6
3 0
Armor Compromised
Armor = 0
4 Missiles Short Medium Long
Rocket Pod - 1-10 -
Destroyed Launcher (F) TN
-
TN
4
TN
-
6/4/2/0 0 0 8 4 6
1 Offense:
Ship Destroyed Gunner
Minigun: 1d12 direct fire defensive projectile weapon. Make 2 attack rolls
2 +1 per combat action. Gunner may use this weapon at any time when using
Crew Hit! opportunity fire.
+2 TN
3 Torpedo Short Medium Long
Armor Compromised - 1-12 -
Armor = 0 Launcher (F) TN
-
TN
-
TN
-
Torpedoes:
4 7
5 DR Cracks! Torpedo
Minigun Guided Weapon. Must fire before moving.
Destroyed Damage Launcher
Destroyed •Torpedo moves at speed 12 towards designated target in
Reduction =0 front arc. Sideslips and facing changes cost 1.
6 8 •Once torpedo enters the target hex, roll a TN6 attack for
Minigun Torpedo 2d12 projectile damage.
Damaged Launcher Ships with defensive weapons may make their
+2 TN 9 11 Damaged defensive attack before the torpedo makes its attack.
Engine Engine +2 TN Ships with defensive bonuses double that bonus
Destroyed Destroyed against torpedoes, and ships with defensive penalties
-½ MP -½ MP double that penalty as well.
•If the torpedo does not reach its target, there is a 50%
10 12 chance the torpedo loses its target ; if so remove from play.
Engine Engine If not, torpedo resumes its movement on the following turn.
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 4 / 0 0 0 6 0 6
2
Crew Hit! Offense:
+2 TN Gunner
6 8 Minigun
Autocannon 1 Autocannon 2
Short Medium Long
Damaged Damaged (gunner, 360°) 1-3 4-6 7-9
+2 TN +2 TN TN TN TN
5 6 7
9 11
Engine Engine
Destroyed Destroyed Minigun: 1d12 direct fire projectile weapon. Make 2 attack rolls per
-½ MP -½ MP combat action.
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 4 / 0 0 0 6 0 6
Defense Offense:
Gunner
+2 TN Crew Hit! +2 TN
+2 TN
Ballistic Fire Weapon.
3 •Choose a target in range and in arc of fire and place missile tag on
Armor Compromised ship
9 Armor = 0 11 •During Missile Fire Phase
If ship still in play, make TN5 Auto-hit
Engine
Destroyed 4 Engine
Destroyed See rules for Auto-hit under Missiles
-½ MP Missile Launcher -½ MP Apply Damage (1D12 +/- damage modifier from attack roll)
Destroyed If roll a 1 on attack, missile destroyed
10 12 Ships with defensive weapons may make their defensive attack
Engine Engine before the rocket makes its attack. Successful defensive attacks
Damaged Damaged eliminate the missiles before it can explode.
-¼ MP -¼ MP Ships with defensive bonuses double that bonus against rockets,
and ships with defensive penalties double that penalty as well.
9/6/3/0 0 0 6 2 6
6/4/2/0 0 4 6 0 8
5 7
Blaster 1 Blaster 2 Defense Heavy Autocannon Short
1-5
Medium
6-10
Long
11-15
Destroyed Destroyed (pilot, F)
-1
TN TN TN
7 8 9
6 8
Blaster 1 Blaster 2 Heavy Autocannon: 3d12 direct fire projectile weapon. Targets double their
Damaged Damaged defenses against this weapon. Speed Restricted, penalty for shooting targets
+2 TN +2 TN Offense:
Gunner 1 & 2
with a speed over 9
+1
1
Ship Destroyed Blaster 1 (F) Short
1-2
Medium
3-4
Long
5-6
2 gunner 1 TN
4
TN
6
TN
8
Crew Hit!
+2 TN
Blaster 2 (F) Short
1-2
Medium
3-4
Long
5-6
3 gunner 2 TN TN TN
Armor Compromised 4 6 8
Armor = 0
4 Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Heavy Autocannon
Destroyed
9 11
Engine
Destroyed
Engine
Destroyed
Point Defense Gun
Short Medium Long
-½ MP -½ MP (gunner 2, 360) 1-2 3-4 5-6
10 12 TN
5
TN
7
TN
9
Engine Engine
Damaged Damaged
-¼ MP -¼ MP Point Defense Gun: 1d12 direct fire projectile defensive weapon. Make 2
attack rolls per combat action; choose only one of the results. Gunner may
use this weapon at any time when using opportunity fire (to attack incoming
Torpedoes).
6/4/2/0 0 4 6 0 8
2 Heavy Blaster: 2d12 direct fire energy weapon. Speed Restricted, penalty
for shooting targets with a speed over 9
Crew Hit! Offense:
+2 TN Gunner 1 & 2
3 +1
Armor Compromised
Minigun 1 Short
1-3
Medium
4-6
Long
7-9
Armor = 0 (gunner 1, F) TN TN TN
5 6 7
4
Pulse Emitter Minigun 2 Short
1-3
Medium
4-6
Long
7-9
Destroyed
(gunner 1, F) TN TN TN
5 6 7
5 7 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Heavy Blaster Both Miniguns
Destroyed Destroyed action per weapon.
Single fire: one weapon fires with two attack rolls with no bonus.
6 8 Linked fire: both weapons fire with two attack rolls at -2TN;
Spread fire: both weapons fire with four attack rolls at +2TN
Heavy Blaster Both Miniguns
Damaged Damaged
+2 TN +2 TN
Pulse Emitter Short
1-2
Medium
3-4
Long
5-6
9 11 (Gunner 2, 360°) TN
5
TN
7
TN
9
Engine Engine
Destroyed Destroyed
-½ MP -½ MP Pulse Emitter: 1d12 direct fire defensive energy weapon. If target fails to
save against the attack, weapon score at least one critical hit on target even
10 12 if rolled damage is not enough to overcome the target’s DT. Gunner may use
Engine Engine this weapon at any time when using opportunity fire.
Damaged Damaged
-¼ MP -¼ MP
6/4/2/0 0 6 4 0 8
4
Torpedo Launcher Guided Weapon. Must fire before moving.
Destroyed •Torpedo moves at speed 12 towards designated target in front arc.
Sideslips and facing changes cost 1. see rules for moving torpedoes
5 8 •Once torpedo enters the target hex, roll a TN6 attack for 2d12 projectile
Minigun damage.
Rail Gun
Destroyed 6 7
Damaged Ships with defensive weapons may make their defensive attack
Rail Gun +2 TN before the torpedo makes its attack.
Damaged Minigun Ships with defensive bonuses double that bonus against torpedoes,
Destroyed and ships with defensive penalties double that penalty as well.
+2 TN •If the torpedo does not reach its target, there is a 50% chance the
9 11 torpedo loses its target ; if so remove from play. If not, torpedo resumes
Engine Engine its movement on the following turn.
Destroyed Destroyed •May Launch 2 torpedoes at a time
-½ MP 10 12 -½ MP
Engine Engine
Damaged Damaged Minigun Short
1-3
Medium
4-6
Long
7-9
-¼ MP -¼ MP
(gunner 1, 360°) TN TN TN
5 6 7
Minigun: 1d12 direct fire projectile defensive weapon. Make 2 attack rolls per
combat action. Gunner may use this weapon at any time when using opportunity
fire.
6/4/2/0 0 6 4 0 8
Defense
-1 Missiles Short
-
Medium
1-10
Long
-
1 Launcher (F) TN TN TN
Ship Destroyed - 4 -
Engine Engine
Destroyed Destroyed Autocannon 2 Short
1-5
Medium
6-10
Long
11-15
-½ MP -½ MP
(Gunner B, F) TN TN TN
10 12 6 7 8
Engine Engine
Damaged Damaged Dual Autocannons: 2d12 direct fire projectile weapon.
-¼ MP -¼ MP Single fire: one weapon fires with one attack roll with no bonus.
6/4/2/0 0 4 6 0 8
5 7 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Heavy Blaster Both Miniguns action per weapon.
Single fire: one weapon fires with two attack rolls with no bonus.
Destroyed
6 8 Destroyed
Linked fire: both weapons fire with two attack rolls at -2TN;
Heavy Blaster Both Miniguns Spread fire: both weapons fire with four attack rolls at +2TN
Damaged Damaged
+2 TN +2 TN
Pulse Emitter Short
1-2
Medium
3-4
Long
5-6
9 11 (Gunner 2, 360°) TN
5
TN
7
TN
9
Engine Engine
Destroyed Destroyed
-½ MP -½ MP Pulse Emitter: 1d12 direct fire defensive energy weapon. If target fails to
save against the attack, weapon score at least one critical hit on target even
10 12 if rolled damage is not enough to overcome the target’s DT. Gunner may use
Engine Engine this weapon at any time when using opportunity fire.
Damaged Damaged
-¼ MP -¼ MP
6/4/2/0 3 4 4 0 6
4 Minigun: 1d12 direct fire projectile defensive weapon. Make 2 attack rolls
Torpedo Launcher per combat action. Gunner may use this weapon at any time when using
Destroyed opportunity fire.
6/4/2/0 3 4 4 0 6
1
Ship Destroyed Autocannon 2 Short Medium Long
1-5 6-10 11-15
2 Offense:
Gunner 1 & 2
(gunner 1, F) TN TN TN
Crew Hit! 6 7 8
+2 TN +1
3 Dual Autocannons: 2d12 direct fire projectile weapon.
Single fire: one weapon fires with one attack roll with no bonus.
Armor Compromised
Linked fire: both weapons fire with one attack roll at -2TN;
Armor = 0 Spread fire: both weapons fire with two attack rolls at +2TN
4
Rail Gun
5 7
Both
Destroyed
Both Miniguns
Minigun 1 Short
1-4
Medium
5-8
Long
9-12
Autocannons
Destroyed
Destroyed (gunner 2, F) TN TN TN
5 6 7